Author Topic: Looking for guidelines  (Read 7361 times)

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Offline hildegard

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Looking for guidelines
« on: October 04, 2012 »
Hello!

I have been studying some general programming (mostly Java) and algorithms for the past three years. I've also recently started looking into OpenGL and some basic 3d-rendering. I'm very interested in starting making demos, so I'm looking for some advice about where to start. So here is a couple of basic questions. (I guess you get these questions a lot, so if they are already answered somewhere else, please direct me to another thread!)

I guess that Java isn't the way to go to make efficient demos, so I wonder what language would be the best choice for me to start of with? I have done some very basic programming in C, but it seems as C++ is the most common choice. I don't mind learning new languages, I just want to be sure I start out with a good option!

Is there any better, more efficient API or is OpenGL a good starting point?

Does it matter if I use Windows or Linux? How should I choose?

I would also like to know if there is any good way to get started. I'm not asking for tutorials, but for what kind of code/effects or whatever I should start experimenting with. What was the first thing you created when you got started?

Thanks!

Offline Kirl

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Re: Looking for guidelines
« Reply #1 on: October 04, 2012 »
Hello hildegard, welcome to the forums!

I guess there isn't such a thing as the perfect demo language (depends on what you'd like to make). What I like about demo coding is that you can use any language or platform. Weird, unlikely or obscure languages are especially cool in my book. There were even a couple of wild video entries in the last compo here, which did not use any code at all!

I think demo coding is about being creative and original with otherwise pretty boring systems. The first computer game ever (pong) was written on an oscilloscope in a science lab with very costly equipment. Definitely not meant for making games, but scientists get bored too... :)

Java sounds fine to me, why don't you make the coffeemachine play Mozard for example?  ;D
[youtube]yHJOz_y9rZE[/youtube]

Haujobb demo running on ATM!
[youtube]GynWoDcjE-4[/youtube]
www.kirl.nl
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Offline Raizor

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Re: Looking for guidelines
« Reply #2 on: October 04, 2012 »
Hi hildegard :)

As Kirl says, there are no really right or wrong platforms when it comes to demos. Your Java experience and OpenGL investigations should stand you in good stead, whatever language or platform you decide to use. Demo coding in C# is perfectly feasible and can produce some great results. Since you have some experience with Java, that may be a good place to start as the syntax in C# is quite similar to Java, and it's a nice (and fairly forgiving) language to use in my humble opinion. This demo which came first in the demo compo at Evoke 2011 was written in C# (using DirectX) for example. OpenGL in C# is certainly possible too. Perhaps have a look at the OpenTK framework for that.

If you'd rather use linux, that's also possible. I don't personally have any experience in this area, but there are quite a few demos out there made with linux. Some of the ones on that list may include source code too, to help get you started. There are also some OpenGL samples for linux here too. The Windows demoscene certainly seems to be the major one these days though.

This DBF forum also runs demo competitions now and again, which are a great way to get started. This is what got me back into coding demos again after a 10 year break, and they are great fun to enter. There's a list of previous competition entries here, and a number of them have source-code included. My entry for the Image Processing challenge was actually done in C# (using the OpenTK library I mentioned earlier), so you may want to check out the source for that. It's not actually a demo per se, but does use OpenGL.

So, do what you want, with whatever you want on a platform of your choice. The main thing is to have some fun and make something you like and enjoy looking at (hopefully). We're a friendly bunch here, so please shoot questions and we'll do our best to help :)

Good luck and have fun!

raizor

ps. a coffee machine demo would be pretty cool!
raizor

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Offline hellfire

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Re: Looking for guidelines
« Reply #3 on: October 06, 2012 »
Does it matter if I use Windows or Linux? How should I choose?
For historical reasons the scene-interested audience is bigger on windows.
If you're working with c/c++ and opengl it doesn't make much difference if you're compiling for linux or windows, though, you just need a few ifdefs around the platform-specific code.
However, most people will just click the youtube link anyway :)
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Offline hildegard

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Re: Looking for guidelines
« Reply #4 on: October 07, 2012 »
That's some pretty cool stuff, Kirl! :D I like the idea that demos can be made out of anything, but I don't think I have the required skills to make something out of that coffee machine just yet! Starting off with what I already know is probably the best choice.

I'll make sure to stick around. You all seem like a bunch of nice people. :)

Offline Canopy

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Re: Looking for guidelines
« Reply #5 on: October 08, 2012 »
Language wise, it sounds like your best jump off point is C and OpenGL.
I'm a C/C++ developer, but really unless forced by a GUI framework or whatever, i'll always drop back to C most of the time.

Properly set up OpenGL used for 3D will give you the access to hardware acceleration that you won't get any other way.

As for what effects to actually do, read some history of the demoscene (the book Freax is fantastic, as is the documentary Moleman) look at youtube videos of old and classic intros and demo's and see what effects grab your attention and have a go at replicating those.

Offline Raizor

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Re: Looking for guidelines
« Reply #6 on: October 08, 2012 »
Language wise, it sounds like your best jump off point is C and OpenGL.
I'm a C/C++ developer, but really unless forced by a GUI framework or whatever, i'll always drop back to C most of the time.

Properly set up OpenGL used for 3D will give you the access to hardware acceleration that you won't get any other way.

As for what effects to actually do, read some history of the demoscene (the book Freax is fantastic, as is the documentary Moleman) look at youtube videos of old and classic intros and demo's and see what effects grab your attention and have a go at replicating those.

Good call!

"Moleman 2 - Demoscene Documentary"

[youtube]iRkZcTg1JWU[/youtube]
raizor

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Offline hildegard

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Re: Looking for guidelines
« Reply #7 on: October 08, 2012 »
Language wise, it sounds like your best jump off point is C and OpenGL.
I'm a C/C++ developer, but really unless forced by a GUI framework or whatever, i'll always drop back to C most of the time.

Properly set up OpenGL used for 3D will give you the access to hardware acceleration that you won't get any other way.

As for what effects to actually do, read some history of the demoscene (the book Freax is fantastic, as is the documentary Moleman) look at youtube videos of old and classic intros and demo's and see what effects grab your attention and have a go at replicating those.
Thanks for the answer! I started looking into glut so hopefully I will be able to get something running pretty soon.

Offline Hotshot

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Re: Looking for guidelines
« Reply #8 on: October 08, 2012 »
Moleman 2 - Demoscene Documentary is so enjoyable to watched  :clap:

Offline Vordux

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Re: Looking for guidelines
« Reply #9 on: October 08, 2012 »
The cash machine demo really hit it on the head for me for what it's all about - ingenuity and independence of creativity and exploration. :]

Offline Clyde

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Re: Looking for guidelines
« Reply #10 on: October 09, 2012 »
And also whilst over at www.pouet.net or www.scene.org have a look at some old and new demos. Check them out for some inspiration, perhaps you'll think - I can do that!! And not forgetting this site of course :D

Amazing stuff has been done on the good old 8 bit machines ( c64, Amstrad, Spectrum etc ) and then of course there's the Amiga and Atari ST.  And then there are also Console and Browser Demos.

If the productions don't have a video, then there are some pretty good emulators around, unless of course you have the original machines.
 
Happy Adventuring!!!
Still Putting The IT Into Gravy
If Only I Knew Then What I Know Now.

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